Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Add a bunch of missing Godot headers in own files | Rémi Verschelde | 2017-03-05 | 1 | -2/+0 |
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* | -Changed memory functions, Memory::alloc_static*, simplified them, made them ↵ | Juan Linietsky | 2017-01-06 | 1 | -432/+0 |
| | | | | | | aligned to 16 -Changed Vector<> template to fit this. | ||||
* | Welcome in 2017, dear changelog reader! | Rémi Verschelde | 2017-01-01 | 1 | -1/+1 |
| | | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games! | ||||
* | Fix allocation bug if compiled with modern clang or gcc | est31 | 2016-02-19 | 1 | -5/+22 |
| | | | | | | | | * Add overflow checked intrinsic abstractions that check on overflow. * Use them for memory allocation code. * Use size_t type for memory allocation code to support full platform dependent width. Fixes #3756. | ||||
* | total pointers | Ariel Manzur | 2016-01-31 | 1 | -1/+1 |
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* | Update copyright to 2016 in headers | George Marques | 2016-01-01 | 1 | -1/+1 |
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* | -Fixes from source code analyzizer, closes #1768 | Juan Linietsky | 2015-05-01 | 1 | -1/+1 |
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* | Updated copyright year in all headers | Juan Linietsky | 2015-04-18 | 1 | -1/+1 |
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* | -Work in progress visual shader editor *DOES NOT WORK YET* | Juan Linietsky | 2015-01-03 | 1 | -5/+3 |
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* | GODOT IS OPEN SOURCE | Juan Linietsky | 2014-02-09 | 1 | -0/+419 |